Some insight I would like to share with all. I have discovered a trick a while ago during the development of Albion Total War, on how to have more than the hard coded limit of 7 cultural fort models on the strat map. It is quite simple, and consists of sacrificing one cultures fort model and making it "invisible" in the same manner we turn a princess invisible to have named forts.
Then we would model a resource or multiple resources into a desired fort model to place on top of the placeholder fort model. The unique battle map accompanying the model simply has to be set on line ie;
Code:
fort 169 259 stone_fort_a culture southern_european
, in descr_strat, as well as with IWTE for your custom settlement. The resources used as forts should be set to value 0 in descr_sm_resources, to negate the merchant on top of fort resource exploit.
We would also need to set:
Code:
<allow_resource_forts bool="true"/>
in descr_campaign_db.xml.
I would advise to also disable the ability to build forts in game as we wouldn't want human or AI to build invisible forts.
<can_build_forts bool="false"/>
Nonetheless, it may be used for other mods that use named forts such as my own, that would like to have unique/multiple models.
NOTE: The resources will be visible through the fog of war. So in campaign_script:
Code:
monitor_event FactionTurnStart
reveal_tile 169, 259 ;or wherever the fort tile is
hide_all_revealed_tiles
terminate_monitor end_monitor
Regards.